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WAR IN EUROPE By Bruce Maxwell
The following article is written by the game's designer. The begins with a pre-war game-turn during which the players can
first pari of (he article provides a brief description oj Ihe game maneuver their units in preparation for war. Play then proceeds
itself. The second parI describes the individual scenarios and oj- through the first two weeks of the war, or through the first
fers detailed slfolegiesfor oplimum play. The {hird part provides month, depending on how long a game the players desire.
some genera! lips 011 how 10 use various game jeotllres (0 their
best advantage. Thejinal part ojlhearticleconrains a completely STRATEGIC SURPRISE SCENARIO
new scenario. The Strategic Surprise Scenario examines the consequences of
a Warsaw Pact surprise attack, launched directly from barracks
If the Warsaw Pact decided to invade Central Europe IOrnar- positions. In this scenario, NATO is caught absolutely flatfooted
row, would NATO smash the invaders on the border, defend and must run like hell in order to avoid complete destruction in
doggedly all the way to the Rhine, or collapse like a house of the opening rounds of the war.
cards? What level of surprise would the Warsaw Pact have to Warsaw Pac! Opening Strofegy. During the pre-war game-
achieve in order to guarantee success? What level of readiness turn, the Warsaw Pact player is limited tomovingOllly his units in
would NATO need in order to guarantee deterrence? Are there East Germany, and then only via tactical road movement. He
any guarantees of anything in such a situation? NATO, TheNexl should make the most of this turn to concentrate his various ar-
War In Europe, is asimulation designed to provide players with a mies along their natural axes of advance.
model for answering just these kinds of questions. It is also The 20th Guards Army should be kept around Berlin 10 take
designed 10 provide players with an action packed game that can the city on the first turn of war. The 2nd Guards Tank Army
be played to a conclusion in a single setting, something very rare should be concentrated along the border just across from
for games of its scope. Lubeck. The 3rd Shock Army should be concentrated in the
salicnt JUSt north of Madgeburg. The 1st GuardsTank Army and
GAME DESCRIPTION the 8th Guards Army should be concentrated along Ihe border
NATO is a strategic level simulation of a NATO/Warsaw Pact between Kassel and Wurzburg.
conflict in Central Europe. The map covers Europe from Duringtheopeningturnsofthewar, the 2nd GuardsTank Ar-
Bclgium to Poland and from Austria to Denmark. Each hex my should be used as a northern pincer, and the 3rd Shock Army
covers fifteen miles of terrain, and each game-turn covers two as a southern pincer to surround Hamburg. Once this has been
days of real time. Ground units are represented primarily at the accomplished, bOlh of these armies should drive across the Weser
divisional level. though a fair number of independent NATO and head towards the Ruhr. The 1st Guards Tank Army should
brigades are included. Air units are represented abstractly be given the objective of taking Kassel and then driving Nor-
through the use of Tactical and Operational Air Attack Points. thwest to the clear terrain behind the Weser. Once there, it should
The game allows players a great deal of flexibility in moving wheel West again and also drive forthe Ruhr. The8th GuardsAr-
their troops. Troops may be moved using two different forms of my should be used to support the 1st Guards Tank Army by
road movement, rail movement, and by air, helicopter, and naval shouldering some of the initial offensive action around Kassel,
transport. and then providing nank security against a U.S. counterattack
Combat is executed through a conventional odds system, from the south. In the far South, the Olomouc and Boleslav ar-
though with special modifiers for the allocation of Offensive mies should drive towards Numberg, and then wheel South to
Support (which doubles the supported units) and for Chemical seize the belt of cities from Munich to Vim.
Strikes (which provide a variable column shift). Air Attack The Warsaw Pact has overwhelming conventional superiority
Points attack enemy ground units independent of friendly in this scenario, a superiority which is made almost absolute ifhe
ground units, and may also be used 10 counter enemy movement uses chemical warfare. Therefore he should not be worried
capabilities and blunt enemy offensives. especially about destroying NATO units. Rather, his objective
Every effort was made to keep the individual rules modules as should be to advance his forward units as far as possible, as fast as
simple and clean as possible, while including a separate rules possible, without regard for his nanks. The key to victory is a suc-
module on each salient aspect of modern warfare. Thus the game cessful drive into the Ruhr city complex.
has few complex mechanics, but a great deal of breadth. Special In line with the emphasis on high speed advance, the Warsaw
rules cover such areas as airborne, airmobile, and amphibious Pact player should make maximum use of his air power to inter-
operations, air defense, chemical and nuclear warfare, NATO dict NATO ground units, since these units start the scenario scat-
border troops, the West Berlin garrison, national surrender, tered all over the map. A deliberate interdiction strategy can pre-
refugees, Warsaw Pact militia, and V.S. Reforger rein- vent the NATO player from ever assembling enough units at the
forcements. front to form a line. Therefore resist the temptation to pound
There are three scenarios included with the game: the Strategic targets along the front: pin them in the rear instead.
Surprise, Tactical Surprise, and Extended Buildup scenarios. The adroit use of airborne and amphibious troops is an essen-
Each scenario starts with units in their peacetime positions. Play tial to success in this scenario. On the first turn of war, the War-
VICTORY INSIDER 3
saw Pact player should drop at' least one regiment of airborne While running like hell on the flank, the ATO player should
troops on each of the U.S. Reforger sites along the French concentrate as much as possible in the center. Hi prime objective
border. This action will eliminate most of the U.S. rein- is the defense of the Ruhr, and hence it is in the center that he
forcements. The Warsaw Pact player should use his one available must hold as firmly as possible. Forces should be stripped from
Helicopter Transport Point to drop an airmobile unit behind the each of the flanks and sent to the center, and the center should
West German division defending Kassel, thus setting up a Flank receive the lion' shareofreinforcements. In this way, the NATO
Attack against this unit in conjunction with the 1st Guards Tank player may be able to prevent the Warsaw Pact from actually
Army. penetrating into the Ruhr without losing his entire army in
The Warsaw Pact player lacks sufficient troop to be able to piecemeal battles.
afford 0 send a whole army up into Denmark. He should One of the biggest decisions that the NATO player must make
therefore attempt to take Denmark entirely through the use of hi is whether to defend Denmark or not. If the Warsaw Pact player
specialist troops. On the second turn of war, the Warsaw Pact plays properly, Denmark should be a lost cause. However, if the
player hould allocate every single point of air, helicopter, and Warsaw Pact player is outrageou Iy unlucky, or fail to pres
amphibious tr'ansport to placing airborne, airmobile, and am- Denmark sufficiently hard, the ATO player would be well ad-
phibious units adjacent to Danish city hexes (note that these units vised to try to hold the country. This can be atlempted by sending
cannot be placed directly into these hexes since enemy city hexes the West German 6th Panzergrenadier Division up the neck of
can only be entered via tactical road movement). As Denmark's Schleswig-Holstein to hold Flensburg and by whi king two West
territorial reinforcements do not arrive until the NATO player- German Luftland airborne brigades into Denmark at the first op-
turn of game-turn four, this action gives the Warsaw Pact player portunity to hold Danish cities against Warsaw Pact airborne and
two more player-turns to seize the number of cities required to amphibious attack. Properly managed, such a move can force the
force Denmark to surrender. Warsaw pact to divert the entire 2nd Guards Tank Army up into
NATO Opening Strategy. The NATO player is denied any op- Denmark and away from the crucial drive on the Ruhr.
portunity to move during the pre-war turn. He must therefore
watch pas ivelyas his front line units are blown to pieces during TACTICAL SURPRISE SCENARIO
the fir t turn of war. Once the NATO player does get to move, his The Tactical Surprise Scenario examines a situation in which
urvival requires that he hould avoid battle anywhere ea t of the ATO detects a Warsaw Pact invasion buildup and mobilize 48
We er, in the orth, and anywhere outh of Wurzburg, in the hours before it is actually launched. This warning time allows
South, for as long a possible. Disregarding Hamburg, which i a ATO frontline units to form up along the border and greatly
lost cause the NATO player has quite a bit of ground to give on enhances the urvivabilityof ATO' air force. Concomitantly,
both of his flanks before he loses a major city. He should give up however, the increased scale of the buildup undertaken by the
this ground, keeping his forces intact and trading space for the Warsaw Pact provides for a much more powerful opening blow
time to bring up reinforcements. Only when the NATO player is and a quicker stream of Pact reinforcements.
forced back across the Weser, in the North, and into the city belt Warsaw Pac I Opening Strategy. During the pre-war game-
from Munich to Ulm, in the South, hould NATO tand and turn, the War aw Pact player may move all of his onmap units
fight. and enter all of his Poli h and Czech Category I reinforcement
A prime NATO tactic in this delaying phase is to move two using all available means of tran port. The Warsaw Pact player is
steps worth of units (i.e. a force which exerts a Zone of Delay) therefore able to concentrate hi forces almost anywhere he
next to the lead units of an oppo ing army, while retreating aU wishes along the border. It would be presumptuous to sugge t
other friendly unit out of range of that army's next move. The that there is a single optimum strategy when so many different
sacrifice force pins the whole army down for an entire turn at a axes of advance can be pursued. evertheless, the Warsaw pact
co t that would certainly be exacted anyway were that army free player faces two basic choices. One choice is to mass aU of his
to advance unhindered. In addition, the NATO player should not forces along the East German border for a knockout blow across
waste his air power trying to knock steps out of his opponent. the orth German Plains. Thi strategy requires that the bulk of
Rather, he should u e it for road interdiction mission against the forces in Czechoslovakia and Poland be channelled or-
large enemy stacks. In this manner the NATO player can buy a thwards, leaving only a thin screen of troops along the Czech
great deal of time. border.
FROM MUZZLE
ROLLERS
4 VICTORY INSIDER
Zone, the mechanized infantry division lacks the extra point re- reinforce for one or twO game-turns. Good planning. rail move-
quired to enter it. This strategy allows NATO to defend as far for- ment. and deliberately applied air power are the ingredients for a
ward as possible without gening clobbered at the outset. successful counterattack.
A second very important NATO stralegy is to defend Den-
mark as heavily as possible. He must use air ferry during his pre- EXTENDED BUILDUP SCENARIO
war game-turn to move twO West German Luftland brigades into The Extended Buildup Scenario examines a situation in which
Copenhagen, Ihus thwarting an easy Warsaw Pact campaign both sides have prepared for war for some time before hostilities
against Ihe capital. aClUally commence. NATO is nOt at all surprised by the timing of
A minor but crucial point is Ihat the NATO player must be the attack. Both sides are ready to pour reinforcements and
very careful 10 garrison his Reforger Sites during his pre-war reserves into Ihe fray, and the total amount of ready firepower is
game-tum. A failure to garrison these sites before the reforger staggering. The level of destruction in this scenario far outstrips
units appear will allow the Warsaw Pact player to innict heavy either oflhe other two scenarios. On the other hand, Ihe high unit
losses on NATO for the cost of a couple of airborne regiments. density makes for much stronger lines, and hence a greater ability
The NATO player will find that his opponent will inevitably to absorb punishment wilhout breaking. Play in this scenario
outflank Hamburg from either the North or the South, generally falls into two phases. In the firsl phase. each side
necessitating an abandonment of Schleswig-Holstein and a pounds Ihe olher in a brutal war ofattrition. In the second phase,
retirement to the Weser_ Ho.....ever, the following strategy can whichever side has losl the war of attrition suffers a major
cause the Warsaw Pact player a good deal of grief. The NATO breakthrough, and the game enters a more mobile state.
player should leave IWO NATO divisions behind, one in each of Warsaw Pact OfWning Strolegy. The Warsaw PaCI player
the city hexes of Hamburg. Preferably, these divisions should be faces a much smaller range of options in this scenario than he
Wesl German, since West German units can use Hamburg as a does in either of the other two scenarios. largely bttause NATO
source of combat supply. will be able to defend wilh whole Corps-sized Slacks regardless of
Back to back, these two divisions are invulnerable to flank at- where the Warsaw Pact player chooses 10 atlack. Generally
lack. Furthermore, since they occupy keycity hexes, they are\"ery speaking, the Warsaw Pact player'S best axis of anack is across
hard to dig out. The Warsaw Pact player is faced with Ihe alter- the North ~rman Plain betw«n Hannover and Hamburg. The
natives of either spending one or two whole turns doing nothing reason for this is the simple fact that this axis contains most ofthe
but attacking Hamburg, or bypassing the city and leaving two NATO cities near the border, and hence it is the only axis where a
powerful West German divisions in his rear_This gambit is modest advance will harvest a fair number of Viclory Points.
generally .....ell worth the eventual loss of the West German units. Elsewhere, the Warsaw Pact player would have 10 achieve a ma-
Once the first lurn of war has passed, NATO should defend as jor breakthrough in order 10 garner any Victory Points.
far forward as the silualion allows. The belt of rough terrain run- A second, and somewhat riskier strategy, is 10 make the main
ning from Hannover to Wurzburg forms an ideal defensive posi- push between Kassel and Hannover. A breakthrough across the
tion, and the NATO player should attempt 10 hold onto it for as Weser in the early stages of the game will yield lruly wonderful
long as possible. This will orten mean absorbing an extra step loss results in that il will oUlflank NATO's defenses around Bremen
in order to avoid retreating. The most critical piece of terrain for and hence collapse NATO's entire Northern defense. On the
NATO is the Weser river. Once the Warsaw PacI has breached other hand, the defensive lurn lerrain in this sector is excellent. If
this river, NATO tends 10 collapse fairly quickly. the breakthrough docs not materialize early on, Ihe Warsaw Pact
Perhaps the most difficult decision to make in Ihis scenario is player will quickly SlOP dead in his tracks.
whether 10 launch a counteroffensive. By "counteroffensive", I Regardless of where the Warsaw Pacl player chooses 10 make
refer 10 a full-blown NATO counteratlack backed by Ihe lone his main effort, he should be extremely careful to place all of his
NATO Offensive Support Marker. This action can totally resources squarely behind this effort, and nowhere else. The
unhinge Ihe Warsaw Pact player's plan of action if timed corre<:t- Warsaw Pact player cannot hope 10 break NATO except by in-
ly. On the other hand, the concentration required for the flicting a very high rate of attrition along a very narrow front.
counterattack can easily leave other parts of the line falally This strategy requires meal grinder tactics utilizing at least three
weakened. Inevitably, this decision depends upon local cir- armies shoulder to shoulder, each with Offensive Support and
cumstances, and cannot be answered in the general case. backed by all of the air power available (and chemicals too, if us-
However, having been burned by many of my own counterat- ed). The fourth Offensive SuppOrt Marker should be used to
lacks, let me offer IwO pieces of advice. maintain a secondary front as a diversion, or 10 meel the in-
The first is that if the NATO player wishes to counterattack, evitable NATO counterattack when it materializes.
he should ruthlessly avoid using his air power 10 amite Warsaw The Warsaw Pact player must always be careful to station a
Pact anacks on his own unils. Instead, he should use his air second echelon army immediately behind his breakthrough sec-
points to weaken the point that he intends to counterattack, and tor, ready to take over when a forward army gets depleted, or to
to interdict adjacent Warsaw Pact stacks which might otherwise exploit a breakthrough if one is achieved.
be able 10 plug the hole he intends to create. The seeond is that he The Warsaw Pact player gelS a reinforcement army each
not counterattack anywhere near one of his opponent's main game-turn for the first four turnsof war (Category II divisions ar-
axes of advance. This strategy may do his opponent a lot of riving from the Western Military Districts of the Soviet Union).
damage, but it won't secure a breaklhrough. These armies are small and weak, and Ihus poor candidates for
Instead, the NATO player should attack somewhere where his Offensive Support. Therefore, they should not be used in the
opponent's line is very thin, make a breakthrough, and then head breakthrough sector. They are quite useful, however, for shoring
straight for one of his cities. This strategy will force his opponent up weak sections of the line, providing flank security, or counter-
to divert reinforcementS piecemeal to a sector where he can'l ing NATO counteroffensives.
generate any real mass. The net effect on his own offensives will One of the most difficult decisions facing the Warsaw Pact
be much greater than a frontal assault. player is whether to goafler Denmark or not. Denmark is so heavi-
In testing, we found that a counteraltack into Czechoslovakia ly defended at the slart of the scenario that il is fairly proof
or back up the Hof Gap (towards Karl Marx Sladl) was frequent- againsl an auack by purely airborne, airmobile, and amphibious
ly the mosl effeclive approach, especially since NATO generally troops. To take the country, the Warsaw Pact player will ha\'e to
has good striking p()'A'er on Ihis front even before reinforcement. allocale at least one, and possibly two armies, which will be mer-
The NATO pla)'er should be particularly alen to Ihe possibili- cilessly ex~ to superior NATO airpower all of the way upthe
ty of suddenly railing a large striking force to a weak spot in the neck of Denmark. Further, these armies will be sorely missed
Warsaw Pact line. NATO's interior lines of communication can when the Warsaw Pact reaches Ihe Weser:. On Ihe olher hand, Ihe
be exploited in this fashion to generate instant counteroffensives six Victory Points Ihat come with Danish surrender look very at-
against points which the Warsaw Pact player cannot possibly 9~
6 VICTORY INSIDER
1 . 7.62-MM COAXIAL MACHINE GUN (2) LONG GUN WITH EVACUATOR ONE-THIRD DOWN
FROM MUZZLE
counterattack is the surest way for NATO to lose this scenario. by enemy air power (by virtue of the large number of men theyac-
Neither side has much margin for error when the Victory Condi- tually represent and their high dispersion), they are excellent rear
tions are so tight. area security units and should be used as such.
The only counter to thi tactic occurs when the Warsaw Pact
GENERAL POINTS OF PLAY player employs chemical warfare. He may then drop airmobile
Air Power. Most players naturally tend to use their air power units adjacent to a "rearguard" HQ, strike it with chemical, and
to knock holes in opposing units. This is frequently not the best attack it using the airmobile units at descent odds. Jf the H Q unit
use of air power. The NATO player should be very conscious of is displaced or destroyed, the airmobile unit can advance into its
using road interdiction against large Warsaw Pact stacks, hex and then generate a Flank Attack against the NATO stack
especially during the opening turns of war. The cumulative ef- which the HQ unit wa protecting. This airmobile/gas combina-
fects of such delaying actions can sometimes make an enormous tion can be especially devastating against a NATO HQ carrying
difference in the course of play. Similarly, the Warsaw Pact the ATO Offensive Support Marker.
player can make very effective use of road interdiction to block Low Quality Troops. The NATO player gets a great many low
ATO reinforcements from entering a breakthrough sector. quality brigades as reinforcements. He hould alway keep at
To maximize the combat effects of his air power, the NATO least one of these units in each frontline stack. This way, when he
player should seek to defend in positions surrounded by adjacent wishes to sacrifice a unit rather than retreat, hecan sacrifice a unit
clear terrain hexes. These positions allow his air power to exact a with a low combat value.
high penaJty from attacking Warsaw Pact units. It is especially
important that the NATO player sets up such kill zones in front of SCENARIO DESIGN
the larger Warsaw Pact armies and then hits them for several Since the game provides the players with the starting po itions
turns in a row. In this fashion, these armie can be worn down of all of the units stationed on the map, and since it also provides
enough to ruin the extra leverage that they derive when given Of- three separate reinforcements schedules keyed to different
fensive Support. mobilization assumptions, the player have in their hand the
Airborne and airmobile units. From the War aw Pact' basic building block required to design their own scenarios. The
perspective, these units are best used against Denmark and the basic variables that can render dozens of different situations are
U.S. Reforger sites. evertheless, both players should be ex- the nations involved, the timing of each side's mObilization, the
tremely alert to any opportunities to use these troops to generate political conditions leading to activation, and the victory condi-
Flank Attacks by dropping behind oppo ing units. In this role, tions that each side is striving to meet. The combinations are vir-
they can be incredible force multiplier . tually endless.
HQ Units. Beside their obvious role in providing logistical
support to friendly units, HQ's should be used religiously to sit In the next issue of the Victory Insider, we will pUblish
just behind friendly frontline stacks in order to guard their rear a new scenario for NATO by Bruce Maxwell. Look for
from enemy airmobile descents. Since HQ units cannot be struck Scenario 4: The War of Nerves!
ROADWHEELS
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